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I see people suggesting a faster rate of leveling. Now I believe that is a result of unclear gamedesign/vision of the game.
I remember reading blog posts about the Clan system. How you can continue playing the game when your character dies, taking the role of an heir.
Children taking like 20(?) years to reach adulthood. Basically youre playing as a Clan over generations.
Now considering this vision of the game, a slow xp gain makes sense. You start your campaign with a 30 year old.(as far as I know)
I am guessing the game has/will have an increasing chance of natural death rising with age. Diseases will be implemented too.
So lets say you have 50 ingame years to develop your character.
Now, with this timeframe you can either have a slow xp gain and create a character with weaknesses and strengths, making the character unique, or a fast xp rate resulting in a jack of all trades supersoldier after a few years.
I think the problem here is that the current gameplay does not support playing as a Clan. It is not surprising to me that players feel like the leveling is slow when the game world feels like its designed to be a sandbox campaign for your starting hero and him only. The game is pretty much over before your children even get to adulthood. The wars are won, all the money made, all the workshops bought, the clan established.
You are a king's vassal within an hour of play. Kingdoms conquer vast landmasses in small timeframes.
Now I don't think theres anything wrong with either style of gameplay. I just think the game has to choose one of the two and follow through with features supporting the chosen gamedesign. A mix of the two just results in frustration manifested in people wanting faster xp and installing mods where their children reach adulthood after 2 ingame years.
I personally think the slower gameplay that was shown in the blogposts is more interesting. I wouldn't mind if your starting hero's purpose is to finish the "rebuild your clan" quest before dying, kickstarting the dynasty. Obvious problem here is a lack of features bridging the early and mid game. What is there to do between being nobody to being a general? What do the factions do in peacetime? If war is supposed to be constant there has to be some kind of de jure claim system. Maybe a revolt system making it hard for a faction to keep conquered lands. Cultural drift to combat that etc.
This is what I think the core problem of bannerlord is at the moment. I am interested to see if TW will be able to develop an identity to the game.
I remember reading blog posts about the Clan system. How you can continue playing the game when your character dies, taking the role of an heir.
Children taking like 20(?) years to reach adulthood. Basically youre playing as a Clan over generations.
Now considering this vision of the game, a slow xp gain makes sense. You start your campaign with a 30 year old.(as far as I know)
I am guessing the game has/will have an increasing chance of natural death rising with age. Diseases will be implemented too.
So lets say you have 50 ingame years to develop your character.
Now, with this timeframe you can either have a slow xp gain and create a character with weaknesses and strengths, making the character unique, or a fast xp rate resulting in a jack of all trades supersoldier after a few years.
I think the problem here is that the current gameplay does not support playing as a Clan. It is not surprising to me that players feel like the leveling is slow when the game world feels like its designed to be a sandbox campaign for your starting hero and him only. The game is pretty much over before your children even get to adulthood. The wars are won, all the money made, all the workshops bought, the clan established.
You are a king's vassal within an hour of play. Kingdoms conquer vast landmasses in small timeframes.
Now I don't think theres anything wrong with either style of gameplay. I just think the game has to choose one of the two and follow through with features supporting the chosen gamedesign. A mix of the two just results in frustration manifested in people wanting faster xp and installing mods where their children reach adulthood after 2 ingame years.
I personally think the slower gameplay that was shown in the blogposts is more interesting. I wouldn't mind if your starting hero's purpose is to finish the "rebuild your clan" quest before dying, kickstarting the dynasty. Obvious problem here is a lack of features bridging the early and mid game. What is there to do between being nobody to being a general? What do the factions do in peacetime? If war is supposed to be constant there has to be some kind of de jure claim system. Maybe a revolt system making it hard for a faction to keep conquered lands. Cultural drift to combat that etc.
This is what I think the core problem of bannerlord is at the moment. I am interested to see if TW will be able to develop an identity to the game.